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4th ed T2K
So, this just happened...
Originally Posted by : |
Free League announce new Twilight 2000
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I've heard good things about some of their other titles- Tales from the Loop and Alien- so I am hopeful.
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"Shut up and take my money!"
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Yep, I've heard great things about the company and am so happy they're keeping the now retro-futuristic WW3 in 2000 setting.
COUNT ME IN. |
OH HELL!!!!
After all that work copying Paul's work and redoing almost all the small arms! Now we got all new stuff coming to play with. |
I really dig the art samples. The Shell gas station with the missing S is clever. Wish I'd thought of that.
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The art feels appropriate - like a modern take on the original.
Game system aside, I'm happy that they're keeping it in 2000. That's a heck of a design choice to make - it allows them to not worry about creating a new timeline, but it risks alienating some younger players. |
I like the idea but I'm pretty sure I'm going to loathe the rules system.
From what little I do know of it, the Year Zero rules system has a watered down Archetype/Role/Class style of character generation so we're probably going to lose the lifepath style of PC generation and Year Zero does love the gimmick dice for deciding actions at the table, something I'm not particularly fond of. I don't know about the Alien RPG, I have a friend who is a mad fan for Alien and bought the original RPG plus this new one. He said it's a beautiful book to look at but it's a hot mess when it comes to the rules. So with all that in mind, I'm still very interested to see what Fria Ligan does with T2k but I'm holding off on any commitment to buying it until I see it. If I do, I'm pretty sure I will not be using their rules system. |
Well good to see that I can now officially acknowledge it - Marc gave me a heads up on it couple of days ago - cant wait to see it!
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I'm pretty ambivalent toward the rules system at this point. I mean, it's not like the original rule system was known for being outstanding or anything.
I'm more concerned with it capturing the look and feel of the original setting, with added content. |
i will be getting a copy or what ever the kickstarter is going to offer. I want play. no one in my local area. but I sooo love to read this type of stuff.
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It's weird because all the attempted updates are trying to update the setting and keep the rules generally the same. So I'm thrilled that this one seems to want to maintain the setting but update the rules. I don't want as much crunch personally, or at least update and try to streamline the crunch so it isn't clunky.
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I backed their Bitter Reach kickstarter which has just started shipping, so my impression of that (plus whatever information they provide during product launch) will determine whether I decide to buy it or not.
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Originally Posted by sellanraa: |
Originally Posted by sellanraa: While I wouldn't doubt that those rules give fairly true to life results, it just seems like there always has to have been an easier way. |
Originally Posted by Raellus: Military themed RPGs are a niche product already so obviously the audience will be smaller than that for fantasy RPGs and more importantly any new one has to fight against the well established foothold that fantasy RPGs have. That and I think T2k was released at the right time in history for it to resonant with the audience - ancient history (and ancient alternate histories as well) seem to do well enough but modern history doesn't seem to generate enough interest among the audience (unless it's horror). |
I'm feeling ambivalent today about this. I'd certainly like to hear more about the system, I'm seeing several references to "hexcrawling", and I'd like to know what that means, in terms of this game.
"Cold War goes Hot" is pretty popular among the board-wargamers, so maybe that trend can feed a new T2k. I can say that a significant chunk of the players at my table at Origins each year are not grognards who played it in the 80s. Originally Posted by Heffe: |
I am hoping that they will make some of the MOS's stand out better. In the old version so many were just the same thing, then they lumped so many into support. So maybe not so much the MOS's but the skills. I am kind of in a weird place as I want more detail on skills and such but less number crunching for some others. For example, I do not think that tracked vehicles should not let you drive anything with tracks, I spent ten years as a tanker, was an expert tank driver, was one of the go to in my battalion to teach others tricks of driving, but I do not even know if I could start a Soviet tank, let alone drive one (if I could even fit into it, but that is a different issue).
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Originally Posted by Adm.Lee: There are some advantages to a hexcrawl map.
However, at the same time there are disadvantages.
Hope this helps to understand what hexcrawl is. |
Originally Posted by Raellus: |
Originally Posted by Southernap: |
Hexcrawls sound more like a style of play (like dungeon-crawling) than a system of play.
On the other hand, certain games use hexes as units of measurement for range movement and whatnot during combat (like D&D 4e and BattleTech). I'm still not clear on this company's emphasis on hexes. |
Originally Posted by Raellus: |
About 2016-17, we played Mutant Year Zero the first time and, that evening, I thought: this'd make a great system for T2k.
About a year later, our group adapted the Year Zero engine to do just that. It was fun for a while, until it wasn't. The d6 gimmick dice—nuke symbol on 6s, biohazard sign on 1s) worked well to quickly discover exposure to radiation and/or biologicals (we still use this method in our 1e-homebrewed campaign). I own most of Free League's games. And I can say they all look fantastic. The settings are mostly well-drawn and feel alive within their own world. On the other tentacle, there's Alien. I eagerly grabbed it when announced, being a Giger fan and loving the original film, but within a couple hours of playing it, well... as said somewhere above in this thread, the rules are a terrible hot mess some creature left on the sidewalk. Free League does hexcrawls well (Forbidden Lands & Mutant) because of their random tables and intentionally quick-paced game. But there is a LOT of handwaving. And limited skills that sometimes have to be sussed through because they really don't cover much in the way of skills the way skills-based games do (most of their games have only 12 skills listed). There's a lot of attribute (only 4 attributes) checks in place of a particular skill (is that a Wits skill or an Empathy skill?). Many character/game situations that arise frequently are ignored by the rules, and especially with FL's initial printings, that forego actual proofreading at the expense of initial buyers. The inside cover of Alien has a typo in the name of Weyland-Yutani (the first of at least several dozen) and they character cards feature a Pilot who doesn't have Piloting skill. Fixable errors, for sure, but ones that should have been caught long before the ms. was sent to print. Their proprietary dice—gimmicky and uh, cool—were initially manufactured by Q-Workshop, but for Alien and after, mass produced sticky plastic chunks from Chinese labor. Which would be quite ironical given that the game is going to be published in Poland (Q-Workshop is a Polish company, for those who didn't know). The other downside (from this perspective) to them as a company, is they tend to cater to the loudest fans (let's make Symbaroum with D&D ruleset, because ... MONEY!), who for T2k, are already shouting for crossovers with Alien or Tales from the Loop. Y'know, cuz aliens and mechanized armor robots are cool in "gritty, realistic" WWIII. (Please, Mr Miller, don't have signed a license deal that allows for crossovers.) It will have great art. It will probably have great atmosphere. It probably will not have detailed accurate military orders, despite their PR assurance that military folks have advised them on it. It will probably not have rules that are friendly to detail-oriented/realism-favoring players. On the fence about it's value with fluff. Highly doubtful the crunch will offer satisfying bites. |
Originally Posted by pmulcahy11b: You've pretty much confirmed my fears there puška. I am currently talking with them though regarding the ANZAC book and HOPE they can give some reassurances that these fears are unfounded. Olefin, Raellus, they'd like a chat with you two as well and you should receive an email from them I've forwarded shortly. If you're interested, I can loop you in as well Paul? Pretty sure the mechanics side of your site is incompatible, but the descriptions are pure gold for even non-gamers! |
Originally Posted by Legbreaker: |
Thanks puška, for the information about the way the game rules play out. Two of my gaming friends (I already mentioned the one who's the Alien fan) have had some experience with the Year Zero rules and they were not particularly impressed by them and from your description here I think now I understand why.
And now I'm inclined to agree with them, even without seeing the rules myself. Originally Posted by puška: |
Originally Posted by Adm.Lee: |
Longtime lurker, just registered to comment on this.
As to the system, I was willing to keep an open mind, but as for tone and content I'm unmoved. Unlike the others I was rather disappointed by the art samples. Admittedly, I tend to put a lot of emphasis on art, but it seems far more generic post-apocalypse than military...fine for a reprint of FGU's Aftermath, but the military vibe is kinda lost to me. Secondly, as much as I understand the pandering, the modern "angry grrl" stuff seems equally out of place. I say all of this as a 1st Edition Twilight 2000 player since 1986, so one can chalk it up to my being a politically incorrect geezer (basically true), but I know I'm not alone...nor is my money. |
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